I just wanted to post several characters for your viewing pleasure. Please take a look at the below character cards and tell me what you think. Also, feel free to use them in your own games as you see fit. (You can download PDF character sheets of each character from MediaFire simply by clicking on their character portraits.)
I also intend to use this thread to help other people with their own characters: either to come up with a good character background, better write existing backgrounds, or to find cool character portraits on the internet--among other helpful things of a similar nature. (Please note, however, that I reserve the right to post any characters that I was involved in helping to create in this thread--don't worry though, I still give credit where it's due.)
I am always adding more characters to my gallery, so please check back frequently. :D
“Luck favors the bold.”
Avandar was raised in the gang-ruled streets of the prison city of Wheloon, and his extensive scars bear witness to the tribulations he endured on the path to his adulthood. At his first opportunity, he escaped, leaving behind the prison city and also the hypocritical regime that turned its back on anyone suspected of worshiping Shar.
Avandar is a survivor who holds a bitter grudge against his former homeland. He adventures in hopes of building himself a new home of comfort and wealth far from the Land of the Purple Dragon. He is suspicious of sanctimonious do-gooders who refuse to acknowledge the darkness that infects all creatures’ hearts. He is fiercely loyal to his chosen companions but remains largely indifferent to anyone beyond his "crew."
Despite the many troubles and ongoing hardships in his life, Avandar believes himself to be a chosen of Tymora—a man of seemingly unnatural luck slated by destiny for great things. Such a belief may not be far from the truth, however. Even though his luck is often fairly average, Avandar can make honest claims to a handful of truly extraordinary events in his life (such as being born while his mother fought off an orc champion or having been the only survivor of plague). This has caused him to develop an extremely bold and reckless personality with an ego to match.
Currently in play. May not be equipped appropriately for its level.
“I was born on the slopes of Mount Emberstare during an eclipse, when the moon turned as red as blood.”
Azriel is a hulking dragonborn paladin of the Raven Queen, as frightening as a fast approaching avalanche; as solid, tough, and stubborn as a glacier; and as fierce as the worst blizzards of the North. He has little to no respect for those who can’t defend themselves and is prone to leave such pathetic worms to their own fate. Should such creatures survive their hardships, then it was the will of the Raven Queen and the inner strength that she unlocked in them. Azriel believes that life itself is a great test and that the world will one day face a great judgment that will bring about untold peace and prosperity—or absolute destruction. What’s more, Azriel believes himself to be an instrument of this coming judgment day and he actively works towards bringing it about while preparing the Raven Queen’s followers for its inevitable eventuality.
Azriel was hatched in a temple of the Raven Queen and raised by holy monks who believed him a blessing sent by the Raven Queen herself. Indeed, with the blood red moon overhanging his birth site and Azriel’s unusual birth defects—ice blue scales and pearly black eyes, it is no surprise that the superstitious monks believed him to be an individual chosen by Fate.
The temple monks raised Azriel with the teachings of the Raven Queen. They taught him about natural selection and how only the strong survive to further her cause. As he grew, Azriel was constantly tested—put through grueling training regimens that would mean his death should he happen to fail. Azriel’s strength and determination to succeed proved to be more than enough, however, leaving his masters to further suspect a divine spark somewhere in his being.
After surviving twenty-five harsh winters on the mountain slopes of Mount Emberstare, Azriel finally completed his trials and was ordained by the monks as a Paladin in service to the Raven Queen. He was then set loose to spread the word of his goddess, the teachings of his monk masters, and to test a new generation of strong survivors suited to serving the Ice Queen. Azriel, like his adoptive monk family, truly believes that he is fated to do many great and terrible deeds—deeds that will one day test the strength of all the world.
Requested by Zillah.
“Those who oppose Erathis shall know pain without end.”
Balasar is a dragonborn cleric devoted to Erathis, the Great Inventor who formed civilization out of chaos and liberated the humanoid races from their barbarism. He is a powerful healer, a consummate Samaritan, a paragon of his faith, and a completely fanatic zealot. Balasar never tolerates insults against his faith and is quick to accuse such dissenters of being heretical heathens deserving of nothing less than a highly public execution. What’s more, Balasar’s station as the local judge and his lofty position within the church’s hierarchy gives him some leeway in carrying out such public executions.
A master of subtly manipulating evidence, of bending laws to his favor, and of convincing the people of his community of any allegations he decides to lie upon his unfortunate foes, Balasar possesses near absolute control over the lives of his citizenry. Despite his crazed devotion to his faith, the vast majority of people love him for his extreme dedication to the bettering of their community. After all, any who questioned the morality of his behavior have long since been ―legitimately‖ burned at the stake or imprisoned for their heresy.
If ever confronted by an obvious superior about the high number of executions in his community, Balasar is quick to dismiss it with a warning, sometimes laced with a veiled threat: ―If we are not constantly vigilant against the lawless terrorists who would dare attempt to undo all the efforts of the almighty Erathis, then we are no more deserving of his lord’s gifts than the heretics themselves.‖ Balasar’s skills of control through deception are such that even fellow faithful and those of superior station are not necessarily safe from his potential wrath.
Requested by Disciple_of_Juiblex. Inspired by Frollo from "The Hunchback of Notre Dame."
“My past matters not.”
Born with a silver spoon in his mouth, Baronai knew very little about living a common life. The only higher authority Baronai had to answer to was his family—particularly his parents, who were so busy with the administration of his birthright that they left his education and upbringing to trusted servants.
In his youth, Baronai toured the countryside from the back of a pillow-laden carriage, sipping freshly squeezed fruit juice from an ice-chilled carafe. He spent days taking lessons in the warmth and comfort of his personal chambers. When he wasn’t pursuing his own education, he diverted himself with games, music, theater, and flirtations. He attended elegant parties with properly coifed hair and manicured nails. Some would say that Baronai was blessed from birth, but he believes that the simple fact of his presence bestows a blessing upon others.
Having spent long hours working under the tutelage of a master swordsman, it was only natural that Baronai turned to the path of the adventurer after his noble family’s fall from grace. His family was ultimately destroyed by infighting and scandal. As the only truly innocent member of his family, Baronai represents the last remaining shred of his family’s former dignity, glory, and honor. In order to make up for his family’s mistakes, he has since become a bastion for goodness in the world.
“Stand and fight!”
Beiro is a half-elf warlord and an enthusiastic tactician. He has no aspirations to march at the head of an army; he is instead content leading a small band of friends in a quest for personal glory. Wealth is a welcome benefit of adventuring, and between adventures, he enjoys spending his time and wealth in the world’s cities. He wins friends easily, draws on a wide network of contacts to find adventuring opportunities, and can call in favors across the land.
A strong sense of compassion leads Beiro to aid those in need and alleviate their suffering in any way he can. Often he fights against evil forces that prey on the weak, whether the forces are bandits harrying caravans or Gnolls laying waste to farmsteads. He refuses to let fighting define him, however, and spends more time helping the victims of hardship than he does celebrating his successes.
“Try and keep up.”
Brôg is a frightening, bloodthirsty, Elven mercenary. She is incredibly strong and swift, frequently dancing circles around her enemies while throwing them around like rag dolls. She wields a unique weapon she calls the “bear claw” which she uses in conjunction with her shortsword to bring additional pain to those who would dare stand up to her. She has also been known to use it at a backup weapon when she is deprived of her sword. Rumor has it that all of her weapons have been cruelly enchanted so as to enhance the pain felt by her dying victims. Brôg cares not for pleas of mercy and swiftly silences any who choose to stand against her in battle.
Few among the living know of Brôg’s past, though many believe that she was exiled from her home forest for her excessively violent tendencies. Her most trusted colleagues, on the other hand, know this to be true. When not in a bloody battle of some kind, most people find that Brôg is bluntly honest, stubborn, and incredibly thorough. She is not a subtle person and sees little point in being polite to others—seeing it as another form of deception and a complete waste of time—two things she despises among all else.
Brôg Adaneth literally means “Bear Woman” in the Elven tongue.
“Through Bahamut’s merciful power you have been healed.”
Abandoned at a small village temple of Bahamut as a babe, Cala was raised and taught the righteous ways of the dragon god. Although most followers at the temple espoused physical training to better defend the innocent, Cala never excelled in that particular area. Instead, she thrust herself into mastering the arts of healing. By the age of twelve she had risen to become one of the top healers in her area.
One day, Cala’s services were called upon to heal an injured monster working with the local town leaders. The Gnoll traitor, responsible for the demise of his own clan, fought bravely on behalf of the town and had been gravely wounded. Initially disgusted at the sight of the hairy beast, Cala ended up befriending him during his stay at the temple. She saw in him the strength and courage she felt she had always lacked herself.
A year later, Cala would treat another patient: a young sailor claiming to be a friend of the old Gnoll. With him he brought grave news relating the deaths of his companions—among them the brave Gnoll warrior who had saved the town a year prior. After healing the sailor, Cala asked if she could join him on his travels. In doing so she believes she can honor her old friend by continuing to spread good deeds throughout the world.
As such, a strong sense of compassion leads Cala to aid those in need and alleviate their suffering in any way she can. Often she fights against evil forces that prey on the weak, whether the forces are bandits harrying caravans or orcs laying waste to farmsteads. She refuses to let fighting define her, however, and spends more time helping the victims of hardship than she does celebrating her successes.
“Can you bullseye a target in mid-back flip before landing in a perfect one-armed handstand? How about escaping a heavily guarded cell while being watched by no less than four of the sheriff’s most astute guards? Perhaps you can pick any lock or any pocket without ever getting caught? …I thought not.”
Urban streets raised Caramip, a lonely orphan and street urchin. For years she earned a meager living as an expert knife thrower and acrobatic showman. Shortly after becoming an adult she ran afoul of the law and was imprisoned for a brief time to await trial. The trial never came. Caramip didn’t desire to be present for it, so she used her uncanny skills and connections on the street to make an escape. Word of her daring and resourceful escape traveled fast, but such stories tend to leave out the fact that she had lots of help from several friends who valued her skills too much to let her remain incarcerated.
Caramip is a very quite introvert who prefers not to interact with others unless interacted with first. Otherwise she has a friendly “feminine” demeanor, a good sense of humor, applies lots of dedication to her work, and gets along well in small groups. She also has a good grasp of her strengths and weaknesses and is a master of determining when a job or task may be better suited to someone else.
Although Caramip has the potential to be terribly violent, she nonetheless stands as a point of calm tranquility in the world. To her small group of friends, Caramip seems above the world’s tumult, present in their midst but clearly set apart by her very nature.
“Chill out for a bit.”
Crysis is a tiefling wizard torn between good and evil. She longs to fit into the human society in which she lives and would like to call herself genuinely good. At the same time, she fears that her soul is irretrievably tainted by the touch of evil—both the evil in her blood and the sinister nature of her obsession with arcane lore. She feels as if she is on a tightrope between good and evil and might eventually fall either way. Her companions recognize and trust him in the power she wields, and that trust has been enough on some days to keep her from making terrible mistakes. Her life is tormented, and though she believes she is called to a great destiny, she is not sure whether she will become a hero or a villain.
Crysis’ one desire is for power. She adventures in search of arcane lore and ancient artifacts that will increase her mastery of magic. She prays to Ioun because she sees knowledge as the key to power, but she is also drawn to the evil deity Vecna, wondering what power the god of secrets might offer her in exchange for her devotion.
“Not everyone will tell you war is the answer, but everyone will tell you that they are ready to fight for the lives of their loved ones.”
A powerful Tiefling ex-general, Deacon has grown old—old and tired. Everywhere he goes in his homeland, people offer him free drinks and lodging for the things he accomplished in the war. Some say he had a hand in ending it himself. Even so, Deacon is a humble and modest individual who usually just wants to be left alone. If asked about his role in the war, he will usually say, “I lead men into battle, those men died, and they rewarded me with metals and even more men to lead into needless slaughter.”
Deacon, doesn’t hate war—he even finds it necessary at times. What he hates is that war is often run by incompetent leaders who are all too willing to sacrifice men’s lives not for the well being of the masses, but for their own selfish gain. What’s more, such men often manipulated him in his youth to their own ends.
Much older and wiser now, Deacon has become disenchanted by the way wars have been fought throughout history. He has officially retired from his station as high general of his country and long ago began traveling the world in search of a war he can call his own—a war actually worth fighting for. Eventually, he made one of his own.
His travels have only made him even more cynical and dark, however. The needless atrocities he has seen at the command of the rich and powerful in his homeland has filled him with a near righteous rage. Never having found what he sought, he now plots with other like-minded generals and soldiers from his past to lead a coup against his own nation’s leaders. Once he and his men are in power, they will rally the people of their country and show the whole world how real wars are fought.
“We north-folk are a hardy people!”
A warrior-wizard from the far North, Diesa’s brooding force of personality inspires more fear than loyalty. Unlike many of her kind, she grew up feeling apart from Dwarven society—having been raised on open tundra rather than in cramped underground caverns. She has always been a loner and is accustomed to relying only on herself.
Now that Diesa is part of an adventuring group, she is slowly learning to trust her companions, though she still shows little tolerance for their sometimes foolish behavior.
Diesa heavily favors freezing magic that can hinder her foes, allowing her or her allies to destroy or capture them by more conventional means.
“My old age has brought me immense knowledge, my knowledge holds a great many dark secrets, and from those dark secrets I draw my power!”
Eddy long ago mastered the astrologer’s art, learning the secret names of the stars and gazing into the Far Realm beyond, gaining great power thereby. She can call upon powers that madden or terrify her enemies, manipulate chance and fate, or scour her foes with icy banes and curses drawn from beyond the night sky.
The many dark secrets she possesses long ago drove her to madness, however. As a result, she now wonders the land aimlessly with a group of wayward adventurers who take care of her so that they may better use her as a terrifying weapon of destruction. In her rare moments of lucidity, which only appears in times of great danger or suspense, Eddy shows a great deal of intelligence, wisdom, and caring for her would be companions. It is for that reason that she continues to allow herself to be manipulated, for only through her adventures can she truly find herself.
“Tombs are my specialty.”
Gaia appears to be a beautiful young woman with long flowing hair and startlingly intense eyes. She has been blessed with smooth skin and a fine physical build. If it weren’t for the pair of horns, rows of sharp fangs, and snaking forked tongue in her mouth, Gaia would easily pass as human.
Gaia is a survivor who looks after herself first and foremost in all things. She cares little for others and tends to be very antisocial. Gaia has no tolerance for fools and is quick to abandon them to their own fates. Due to her tragic history, she has no compunctions against cheating, lying, or stealing if she can get away with it. Even so, she rarely does so out of concern for her own well being. In practice, she is quite a determined treasure hunter and tomb robber, rarely bothering to get in anyone’s way lest they go out of their way to cause her trouble.
In recent history, she has found herself staying at an inn in the small town of Winterhaven. From there she has been casing the nearby ruins of an old keep. Rumors abound of treasure therein has peaked her interest and the smell of gold draws her ever closer to yet another harrowing adventure.
A vicious little creature, Gobby is a mercenary who would happily stick his knife into someone’s back if there was gold to be had for it. He is excitable and energetic, never able to hold still for more than a moment at a time. The only thing stronger than his ferocious bloodlust and energetic drive is his greedy love of valuable shiny objects such as coins, gems, jewelry, and many magical items.
Though clearly an evil cretin, Gobby is sometimes employed by non-evil creatures that don’t wish to be directly involved in the bloody knife work that Gobby seems to love so much. Gobby will happily serve almost any master that treats him well and pays him fair—regardless of whether he is asked to serve as an assassin, bodyguard, debt collector, or generic thug. Generally, a steady supply of violence and shiny things is all Gobby needs to stay contented.
Gobby is never without his knife in hand.